class TankHuntProj extends RPGWProj4;

simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
{
	local actor Victims;
//	local float damageScale, dist;
//	local vector dirs;
//	local int NumKilled;
//	local KFMonster KFMonsterVictim;
//	local Pawn P;
//	local KFPawn KFP;
//	local array<Pawn> CheckedPawns;
//	local int i;
//	local bool bAlreadyChecked;
	local Reaper R;

	if ( bHurtEntry )
		return;

	bHurtEntry = true;

	foreach CollidingActors (class 'Actor', Victims, DamageRadius, HitLocation)
	{
		if ( Pawn(Victims)==None || KFHumanPawn(Victims)!=None)
			continue;
		foreach AllActors(class'Reaper', R)
		{
			R.AddVictim(Pawn(Victims));
		}
	}
	if ( (LastTouched != None) && (LastTouched != self) && (LastTouched.Role == ROLE_Authority) && !LastTouched.IsA('FluidSurfaceInfo') )
	{
		Victims = LastTouched;
		LastTouched = None;
		if ( Pawn(Victims)==None )
			return;
		foreach AllActors(class'Reaper', R)
		{
			R.AddVictim(Pawn(Victims));
		}
	}
	bHurtEntry = false;
}

defaultproperties
{
     ImpactDamage=200000
     Damage=25000.000000
     DamageRadius=1200.000000
     MyDamageType=Class'PerksSimHostOrg.DamTypeRaijinW'
}
